So what does that mean?
That means in 5 years it will be common place to put on a VR headset to interact with online content.
Facebook will likely lead the way considering their existing mastery of providing concurrent connection, horizontally scale-able, social networking infrastructure and finalisation of the acquisition of the Oculus in July 2014.
What WebGL does is it allows everyone to start coding their web compatible Virtual Reality applications.
In the same way that google listing algorithms now favour web apps that are designed for mobile devices with desktop finally taking the back seat, web app virtual reality compatibility may eventually benefit from a similar signal once consumer market saturation is reached. Google being the company working on cardboard (low cost) VR headsets that use the mobile phone slotted into the front to produce a split ocular VR display tells you Google think VR will go mobile for at least two reasons.
1. Accessibility: A mobile phone in 1996 was a luxury not a utility, today it is a commonly provisioned utility, meaning everyone has one. So making VR accessible to mobile markets at low cost is ultimately a good way to pioneer that market.
2. Portability: Oculus and the Vive are simply great bits of kit, butno matter how many extensions you add, it is still wired into a base station so your opportunity of access is limited to only when you are in reach of the base unit.
It seems both tech giants are taking VR in different ways in order to pioneer their own niches in the rise of VR tech markets.
Once VR is established as a technology with true daily utility through the efforts of large corporations and begins its rise to technological maturity it will be all about connectivity.
WebGL will be how the SME's make their digital, web accessible content VR ready, no doubt bringing innovations in VR interface design and exciting new ideas on information architecture and it's presentation throughout the user experience.